#version 410
layout (location = 0) in vec3 position;
layout (location = 4) in vec4 trans1;
layout (location = 5) in vec4 trans2;
layout (location = 6) in vec4 trans3;
layout (location = 7) in vec4 trans4;

mat4 transform;
uniform mat4 projCamMat;

void main()
{
	transform[0] = vec4(trans1.x, trans2.x, trans3.x, trans4.x);
	transform[1] = vec4(trans1.y, trans2.y, trans3.y, trans4.y);
	transform[2] = vec4(trans1.z, trans2.z, trans3.z, trans4.z);
	transform[3] = vec4(trans1.w, trans2.w, trans3.w, trans4.w);
	gl_Position = projCamMat * transform * vec4(position, 1.0);
}